Author Topic: [TOOL] Indexer, v.007 - break the ModuleSystem apart and hunt down your errors!  (Read 569 times)

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Lumos

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Ever got annoyed by the game telling you there's an error in simple_trigger [102]? And are you supposed to check all of them by hand to find out where the error is?
Of course not!
Here's the solution:
Indexer, version 007

With indexer, you can easily break a ModuleSystem file apart and see what index different things have.
It's normally intended to use with module_triggers/simple_triggers, as they don't have the corresponding ID files.
But it'll probably do well.

(click to show/hide)


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REQUIRES .NET Framework 2.0.
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Specialist

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Did VeryLazySoft come out with another brilliant program  :lol:
YES! Lumos, the founder and lead developer, has spent time and effort to allow modders to be lazier and to make their jobs easier!


Thanks Lumos! :D

dunde

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Great Tool, Lumos.
As it's designed for module_simple_triggers.py and module_triggers.py, it will be better if the Browse button only locate the module system path, and then what user must do is only selecting one of the two file instead of selecting from all py files in the folder.
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Belendor

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Aweosome as usual, Lumos. Great Work. ;)

Zerilius

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thanks for the nice tool.
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Lumos

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Great Tool, Lumos.
As it's designed for module_simple_triggers.py and module_triggers.py, it will be better if the Browse button only locate the module system path, and then what user must do is only selecting one of the two file instead of selecting from all py files in the folder.
Well it should work with all files that don't have any bogus tuples in them - e.g. game_menus, mission_templates - they have smaller tuples in every one (menu options or triggers) will probably not work, and troops/items/dialogs will also not work (different formatting). But other stuff will probably work.

I wrote this in like 15 minutes, so it might not behave perfectly. I just threw in a simple algorithm to split the file. Nothing complicated, really.

And what made me write it was this:
(click to show/hide)
Full length of the errors is 860835 characters, but posts here are limited to only 40000. I almost got a heart attack.
There's something wrong with adding 6000 parties on the map. I must've broken something... Hopefully Indexer, v.007* will help me find the problem. :P

* the version number was inspired by Johnny English Reborn - the film was simply hilarious. :)


Anyways, thank you guys. Glad you'll find it useful.

Specialist

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You tried to add 6,000 parties to the map? :lol:

Ikaguia

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thanks Lumos, that was exactly what I needed...


Sorry for my poor English, I'm Brazilian.

Swyter

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Neat. Today I was using WSE's Profiler GUI for locating bottlenecks in triggers, and was having problems reaching to the 91th... as there's no ID apart from the numeric index.

Like manna from Heaven. :)
Thanks for this.

Lumos

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*bows*

There's nothing a programmer likes more than having his stuff liked.
Thanks again, glad to be of service once more.

You tried to add 6,000 parties to the map? :lol:
I didn't try, I added them. :P
No, 6K might be a bit high. But let's shake hands at 4K.

EDIT 2: WARNING: I noticed something strange. The game reported the error at trigger 102, while the indexer showed it as 111. I have no idea why.
« Last Edit: September 21, 2011, 08:07:20 PM by Lumos »

Specialist

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I still can't even understand how you got 4,000 parties on the map at one time. I'm guessing those aren't cities, right? :lol:

Lumos

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Well, the static parties are roughly 2000. Add bandits, kingdom heroes, other parties, villagers, caravans from every town...